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Creator: Titus Alama (VU Amsterdam), Hans van Kippersluis (Erasmus University Rotterdam), Marcel Das (Centerdata)
Title Description
LISS panel > Willingness Genotyping

LISS panel members were asked about their willingness to participate in genotyping research (using saliva samples) in the future.

Creator: Toepoel, Vera, Couper, Mick P.
Title Description
LISS panel > Leisure time expenditure

This study investigates whether effective question writing reduces the effect of pictures presented with a question. The study contains two measures:

In the first measure respondents were randomly assigned to one of nine experimental conditions (3 x 3), thus varying both pictures and verbal instructions.

In the second measure verbal instructions were kept identical to wave I, whereas respondents were again randomly assigned to one of three picture-conditions.

LISS panel > Leisure time expenditure > Wave 1

This study investigates whether effective question writing reduces the effect of pictures presented with a question. Respondents were randomly assigned to one of nine experimental conditions (3 x 3), thus varying both pictures and verbal instructions.

LISS panel > Leisure time expenditure > Wave 2

In July 2009, the LISS panel completed wave 2 of a questionnaire on leisure time expenditure. The survey included an experiment to test whether effective question writing reduces the effect of pictures presented with a question. Verbal instructions were kept identical to wave I, whereas respondents were again randomly assigned to one of three picture-conditions.

Creator: Toepoel, Vera, Dillman, Don
Title Description
Heuristics

In this study, the influence of verbal, numerical and visual language is tested on a five point scale. In August 2008, a questionnaire was administered to the LISS panel consisting of five questions measured on a five point scale. In September 2008, there was a follow-up survey with different visual heuristics. The aim of the surveys was to find out if the use of numbers and verbal labels reduces the effect of visual language.

Heuristics > Part 1

In August 2008, a questionnaire was administered to the LISS panel consisting of five questions measured on a five point scale. There were 18 different groups, in which three visual heuristics were tested: ‘middle means typical’, ‘left and top means first’, and ‘near means related’. For each heuristic, verbal labels (polar point vs fully labeled), numbers (added or not) and visual language such as color was varied. The aim of the survey was to find out if the use of numbers and verbal labels reduces the effect of visual language. In September 2008, there was a follow-up survey with different visual heuristics (Heuristics II).

Heuristics > Part 2

In September 2008, a questionnaire was administered to the LISS panel consisting of five questions measured on a five point scale. There were 16 different groups, in which two visual heuristics were tested: ‘up means good’, and ‘like means close’. For each heuristic, verbal labels (polar point vs fully labeled), numbers (added or not) and visual language such as color was varied. The aim of the survey was to find out if the use of numbers and verbal labels reduces the effect of visual language. In August 2008, a similar questionnaire was conducted in the LISS panel testing different visual heuristics (Heuristics I).

Creator: Tom De Groot (CentERdata)
Title Description
LISS panel > Social Integration and Leisure > Wave 4

This is the fourth wave of the LISS Core Study module called 'Social Integration and Leisure'

Creator: Tom van der Meer
Title Description
LISS panel > Local Voters Survey > Local Voters Survey 2016

A study about local elections and opinions about local politics, administered to the LISS panel in 2016.

Creator: Van De Kuilen, G., Trautmann, S.T.
Title Description
LISS panel > Measuring Higher Order Risk Attitudes of the General Population

This questionnaire concerns the measurement of the degree of prudence and temperance of respondents by observing several choices between lotteries. The questionnaire consisted of 25 tasks, divided into four parts. Each task involved a virtual throw of the dice, and the result of a throw always resulted in a certain behavior. A throw alternately involved one, two or three dice. Respondents were required to choose between two 'games'. The possible results of the two games always differed. Depending on the condition to which respondents were assigned the amounts were low, normal, or high and depending on the condition respondents were promised and awarded prizes or such prizes were neither promised nor awarded.

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